Long ago, the magmatic core of the planet, seized by a gargantuan frenzy, cracked the earth and sent forth a plume of molten rock through the ocean floor. Over the decades, the undersea spire grew and grew, until it breached the surface and formed a shield volcano of gargantuan proportions. Nowadays, the formerly-brimming center of the volcano has become a vast inland lake, the loose basalt has given way to soil and grass, and the legend of the fire-forged land lives on in the people that inhabit it.
What began as colonies of empires on continents across the great sea rapidly became their own sovereign nations. North of the inland sea, where the snow falls and people toil underground to escape the endless forest's biting cold, is the kingdom Augur. To the west, where rain seldom falls over coarse, red dirt, is Panoply. To the south, where sparse woodlands mar the riverlands and plains, is Bravura. And to the east, among mountains plentiful and jungles tropical, is Acarid.
For three years now, the nations of Panoply and Bravura have been at war. Whether on orange badlands or grassy savannah, the fighting has been fierce, but as of late, more and more reluctant. A secret summit between ambassadors of the two warring nations has turned up an all-too-common wish that all men and women share: an end to the conflict. And yet, despite the overwhelming desire for peace, war remains. Hints, however, have been stalking the battlefields—believable tales that a third party is manipulating the ongoing struggle, making sure that tensions are too high and situations to dire for the battles to cease. To that end, the Basileus -the ruler- of Bravura has assembled a miniature army called the Reclaimers to head into the disputed zone and find out exactly who's keeping the war fires stoked, and why.
Additional Info
The ancient, giant shield volcano called Corundum is the place where this RP plays out. The time period is medieval; no cannons or anything like that yet, explosive powders are just beginning to emerge. As described in the introduction, the northern part of this continent is cold and heavily forested, the west dry, with red dirt and scrubby vegetation, the south is plains and riverlands, and the east is jungle and mountains. However, there are also the 'border zones'. The northwest section is also plains, the southwest section is hilly temperate forest, the southeast zone is marshes and deltas, and the northeast zone is highly volcanic. Then, there are the nations.
Situated north of the inland sea, Augur bares a great resemblance to the south-pole continent called Tourmaline, whose settlers originally colonized it. Augur's cities are far between, but they are large, buildings and people alike clustered together for warmth, often built near valuable resources. On a mountaintop just outside of the kingdom's largest city, Dii Casses, is the castle Rudianos, wherein King Amar Berenguer keeps court. Augur keeps mostly to itself, rarely pressuring its neighbors for interaction more impactful than trade, and officially sanctions the church of Naga, the Divine Dragon, whose temples can be found on all Augur's cities. However, many of the citizens view the neverending northern forest as a deity in its own right, of fickle temper and capable of great benevolence or calamity, and shrines to the Mother Forest are just as prevalent. Naturally, lumber is a number-one export of Augus, as well as various crafts expertly made from it. It is also gifted with a lucrative industry of furs, hides, and various animal products.
Though rain falls rarely on the free lands of Panoply, it is by no means a dying nation. Panoply is a nation with no formal executive, only a council of representatives sent from each of its major regions. Panoplians are known for their idolization of liberty, of allowing its citizens to follow their hearts and attempt to make the best lives for themselves, with several exceptions for the sake of beneficial law. Competition is the name of the game here, just as it was in the Republic of Fogi, from whose colonists the Panoplians are descended. While a majority of Panoplians worship the Divine Dragon Naga, belief here is not as powerful as it is elsewhere. It is a lively country, and due to its relative lack of several important resources like lumber, water, fertile soil, etc, it is lively for expansion and even livelier when it comes to defending its ideals. What Panoply lacks in surface resources, it makes up for in resources underground. Panoply is rich in metals and various mineral powders, which make it a frontrunner on the continent in terms of technology, when the country's wellbeing is stable enough to support it.
Ruled by a single Basileus, Gustave Truculenter, Bravura is the breadbasket of the continent. Its vast, rolling hills and plentiful rivers means it's got the edge when it comes to crops, and a large, lush coast give it a vast fishing industry. Though concentrated cities do exist, the majority of Bravurans live in small villages, hamlets, and towns that blanket the countryside. Descended from the oldest colony on Corundum, Bravura's cities contain many old structures and huge, beautiful architectures, and the city-dwellers' pride is typically about as large. Bravura is home to the most devout worshippers of Naga, and the Great Cathedral is for many visitors an awe-inspiring sight to behold. This nation is very protective of its own, and will respond swiftly to incursions and injustices among its people.
The jungled land of Aracid is unlike any of its fellows on Corundum. It has no huge cities, no organized government, and no international presence. Instead, it is full of smaller villages and towns, who communicate via a network of signalling and animal messengers. It offers unique lumber, interesting stones, and distinctive animal products to traders. Rather than following the Divine Dragon, the inhabitants of Aracid are more inclined toward various pagan deities in what amounts to a pantheon system. Much mystery lies among the uninhabited jungles and mountains of Aracid. Strange beasts are known to lurk in the shadows, and underlying feelings of some greater, unnameable conspiracy plague the hearts of the sensitive. That's not to say all residents of Aracid share this mystique; more civilized pockets do exist, but in the less tamed backwaters of the nation, the strange becomes the mundane.
When making your character, you can create villages, landmarks, towns, and so forth of your own choosing.
Take note: certain classes have certain skills, like thieves have lockpicking and tacticians have strategic minds. However, these skills aren't exclusive to those classes; they are merely essential for a character who is that class. A Hero can have tactical knowledge, but a Tactician must have tactical knowledge. Additionally, characters can change classes by Reclassing. They lose access to the weapons and fighting style of their previous class, but often retain the same equipment, appearance, and mindset. Take further note: being a certain class doesn't mean that your character's physically unable to pick up the weapons of another class--it just means that they've received no or next to no training in them and wouldn't be any good with them. A Fighter can pick up a magic tome, but he might as well use his fists for all the good it'll do him.
Fighter – wields axes. A high-strength, high-constitution frontline battler, who lack in defense and quickness. Fighters can promote to Warriors, with even greater axe mastery and the proficiency to use bows. They can also promote to Heroes, who can choose to wield swords as well, and cover their weaknesses with greater speed and defense.
Archer – wields bows. Range and skill are trademark of the sniper, who can sting repeatedly at a distance but are nigh helpless up close. Archers can promote to Snipers, with deadly accuracy and remarkable skill. They can also promote to Bow Knights, mounted archers capable of defending themselves at close range with swords.
Mercenary – wields swords. Though overall balanced between traits, Mercenaries tend to be a little weaker to magic than most. Mercenaries can promote to Bow Knights, mounted swordsman capable of striking at distant enemies with their bows. They can also promote to Heroes, who can choose to wield axes as well, and supplement their balanced stats with increased constitution and strength.
Knight – wields lances. High defense, high constitution, and terrible speed are all characteristic of knights. Though able to shrug off blows from many weapons, they tend to be fried in their own armor by magic. Knights can promote to Generals, gaining better evasive mobility and a better resistance to magic. They can also promote to Great Knights, who ride on horses and command the use of swords and axes as well as lances.
Tactician - wields swords and tomes. Without any outstanding stats in particular, Tacticians nevertheless experience heightened growth, allowing them to specialize in virtually any trait as they become more experienced. Tacticians can promote to Grandmasters, whose ultra-sharp minds mean that the odds (and therefore Luck) will always be in their favor. They can also promote to the warlike Dread Fighters, who add axes to their arsenal rather than Luck.
Thief – wields swords. High speed and evasion, but low strength and defense, make thieves less combat-ready than mercenaries, but their knack for looting and busting locks keeps them highly useful. Thieves can promote to Tricksters, who can also heal with staves as well as hurt with swords, and have incredible luck. They can also promote to Assassins, whose bows can take out the squishy foes hiding behind the front line of defense.
Myrmidon - wields swords. Skill is the trademark of an otherwise balanced class. Myrmidons can promote to Swordmasters, whose dual swords and incredible skill make them terrifying to face. They can also promote to Assassins, whose bows can take out the squishy foes hiding beyond the reach of their blades.
Barbarian – wields axes. All-out attack and little to no defense make barbarians true glass cannons, able to eliminate multiple enemies in the blink of an eye and fold just as quickly. Barbarianss can promote to Warriors, with even greater axe mastery and the proficiency to use bows. Berserkers, which Barbarians can become, exemplify the trade-off even more, and can may use their battle-rage to keep them alive and kicking even after taking deadly wounds.
Mage – wields tomes. Able to attack from range and at melee distance alike, mages command powerful magic, but their own constitution and defense means they need support to be effective. Mages can promote to Sages, whose great magic is supplemented by the ability to heal allies. They can also become Dark Knights, mounted mages whose black armor and clothing allow permit them greater defense and mobility.
Dark Mage – wields tomes. Though much like mages, Dark Mages have access to black magics, such as Nosferatu, which replenishes their health while depleting enemies'. In recompense, Dark Mages typically have terrible luck. Dark Mages can promote to Sorcerers, whose incredible magical prowess can bring even the toughest foes to their knees. They can also become Dark Knights, mounted mages whose black armor and clothing allow permit them greater defense and mobility.
Cleric/Priest – wields staves. Clerics are female, while priests are male. Totally unable to fight, clerics and priests instead depend on healing allies, repairing their equipment, and rescuing them from trouble. Clerics and Priests can promote to Sages, with developed magical abilities that finally make them a force to be reckoned with in combat. They can also promote into War Clerics or War Monks, who can heal with staves and maim with axes, and whose defense and luck serve them well.
Troubador – wields staves. Mounted healers, they move around the battlefield at great haste, tending to those in need and avoiding any and all fighting. Troubadors can become Valkyries, wizards on horseback that can both support allies and smite enemies. They can also promote into War Clerics or War Monks, who can heal with staves and maim with axes, and whose defense and luck serve them well.
Pegasus Knight – wields lances. Best known for their speed, Pegasus Knights can soar over any terrain and dish out lots of damage with a respectable strength. Beware, however; pegasi are highly allergic to arrows. If an arrow even comes nearby, pegasi will plummet from the skies. Pegasus Knights can promote into Falcon Knights, who utilize their speed in combination with staves to keep allies all over the battlefield fit to fight. They can also become Dark Fliers, shadowy riders whose magic enables them to strike back at those pesky archers.
Pegasus Archer – wields bows. In recent years a sturdier breed of pegasus has been bred, one that can withstand its natural weakness nobly enough to allow its rider to use archery. Of course, if hit by an arrow, they'll still plummet. Aside from weapon, this class is nearly identical to the Pegasus Knight. Pegasus Archers can promote to Falcon Knights, who give up their bows to wield lances and staves instead. They can also become Griffin Riders, whose savage mounts can fight for themselves if need be, and whose riders use bows and axes.
Wyvern Rider – wields axes. Slower but more sturdily built than Pegasus Knights, Wyvern Riders can survive where their faster cousins cannot. Wyvern Riders can promote into Wyvern Lords, who take up lances as well as axes, and command devastating attack power. They can also become Griffin Riders, whose savage mounts can fight for themselves if need be, and whose riders use bows and axes.
Kindred – wields transformation stones. Whether Taguels, Manaketes, or others, Kindred fight by assuming a different form and employing their natural abilities to fight. Kindred cannot promote, but can find better stones that increase their powers. If necessary, a Kindred may wield a back-up weapon, as long as they have experience in its use. This back-up weapon may be any weapon, including staves and tomes, but a Kindred can never be more skilled in their back-up weapon than in their transformation fighting.
Cavalier – wields swords and lances. Mounted swordsman capable of covering a fair amount of ground, but with otherwise balanced stats. Cavaliers can promote to Paladins, whose heightened defense paired with admirable speed makes them juggernauts of the fields. They can also promote to Great Knights, who ride on horses and command the use of swords and axes as well as lances.
Sword - a weapon comprised of a hilt, where it's held, and a metal blade of one sort or another. Weapons that classify as swords include the shortsword, longsword, the dirk, the dagger, the saber, the scimitar, the katana, the greatsword, the hand-and-a-half sword, the cane, the club, and the buster sword. Axe - a weapon consisting of a metal or wooden shaft with a weapon head attached to the top, often only effective on one side. Weapons that classify as hammers include hatchets (small, one-sided), battleaxes (small, two-sided), poleaxes (two-handed, one-sided), war axes (two-handed, two-sided), mallets, warhammers, mauls, kamas (small), scythes (large), hooks, throwing axes, saws, maces, flails, and cleavers. Lance - some variation of a blade on a long stick. Weapons that classify as lances include spears, pikes, actual lances, halberds, javelins, bilhooks, banners (with pointed tops, of course), throwing spears, naginatas, and Monk's Spades. Bow - a projectile weapon that uses force provided by tension to launch objects toward enemies. Weapons that classify as bows include short bows, longbows, towering bows, slingshots, crossbows, repeating crossbows, and hand catapults. Staves - wooden sticks that generally channel healing magic quite well, but can be used for close-quarters=combat in a pinch. Weapons that classify as staves include quarterstaves, rods, wands, crosses, fans (with very long handles) fishing poles, rolling pins, and nets.
Take note: listed below are the 'types' of magic, sorted by strength. Bold indicates extreme power; italics indicate unique functionality. Even types with fancy names are merely types. Adding a name to a magic tome can alter its appearance and functionality slightly. Light is not necessarily good and dark is not necessarily bad, but associations remain for a reason. Fire - Elfire - Arcfire - Micaiah's Pyre - Dying Blaze - Bolganone Wind - Elwind - Arcwind - Celica's Gale - Forseti - Rexcalibur Thunder - Elthunder - Arcthunder - Katarina's Bolt - Superior Jolt - Thoron Stone - Elstone - Arcstone - Merric's Rook - Law of Talos - Nantosuelta Winter - Elwinter - Arcwinter - Elvilika's Frost - Fimbulvetr - Rosenbaum
Dark Magic Mire - Flux - Nosferatu - Goetia - Aversa's Night - Ruin - Balberith
Rules
1. Everyone should know the rules by now. I will try to be nice about them, but any stupidity is right out 2. Endeavor to be civil to your fellow rpers. It can be tough for a bunch of artists to work on the same painting, but the end result is all the more beautiful. Solve conflicts in PMs if possible. 3. Casual standards please. At least a paragraph or two, and try to post at least once every few days if not more often. Nothing is more lethal to a roleplay than lackadaisicality. 4. Do try to enjoy yourself, double-oh-seven. 5. If you are going to be incapable of posting for more than two days, you must let me know. THIS IS NOT OPTIONAL. If you disappear without telling me your character has a very high chance of being wiped 6. While I am the only GM, I will try to be flexible. Should someone else prove they are capable enough and ask to be made Gm, I will surely consider it. 7. Excessive off-topic conversation will be met with unhappy frowns. Should that happen, there will be frowns all around. 8. Please wait for two other people to post before posting again.
Sheet
You may have two characters.
Name: Age: Class: (Do not start as a promoted class) Weapons: (Includes staves and tools) Fighting Style: Personality: (The human mind is capable of so incredibly much. Make a character that's distinctive, that'll be interesting to write for an interesting to read. This can include attitude, morals, quirks, mental issues, an d likes/dislikes. Three sentence minimum) History: (Nothing comes from nothing. To become something, you must come from somewhere. One paragraph (Six sentence) minimum. Rationale: (Why has your character joined with the Reclaimers? Are they in it for money, peace, or something...else?) Appearance: (Just a picture will not do. Even if it's only a couple of lines, add written description to flesh our your character's image beyond the static confines of a selected picture. Include mannerisms in this section!)
Well, the game was good, lets try an rp. Just one question. Could I have a Dread Fighter character? Or failing that, a Tactition?
Dangit, I knew I forgot something! I'll add in Tactician, but I think Dread Fighter ought to be a promotion. It would work as an alternate promotion to Grandmaster because they already use swords and tomes, eh?
Im cool with that, remember the Bride class and Lord too just in case
I believe I'm going to keep Lord as unplayable for now. As for Bride, I'm not sure where I might be able to place it. I thought of it as more of a fun class than a serious class in the game, so I didn't think it would be a good idea to include that in a somewhat realistic RP.
This looks interesting, even though I don't know Fire Emblem very well and neither remember the classes, do I have to pick one from the game or what? I'm looking forward to join this =)
This looks interesting, even though I don't know Fire Emblem very well and neither remember the classes, do I have to pick one from the game or what? I'm looking forward to join this =)
Excellent! The classes that are available to you are in the Additional Info section, just choose one that appeals to you and you're good to go.
I was going to fill the c.s. but then I realized I don't have some details of the sovereign nations.
What is the technology like in: Augur, Panoply, Bravura and Acarid?
What are each nations buildings made out of? What natural resource might a nation have more then the other nations?
Who is governing each nation?
Does each nations people/inhabitants have beliefs or values that is different from the rest of the nations?
Is there any legends told in any of the nations?
^ I'm only asking these questions to learn more. Otherwise I'd have to make up stuff for my character and you might not agree with what I've made up.
Those are some good questions. I'll add information for each of the nations inside the Additional Info section.
Name: Gaius Secundus Age: 18 Class: Tactition Weapons: Iron sword Elthunder tome
Fighting Style: Direct and agressive, uses every trick in the book to win no matter how low.
Personality: Gaius acts upbeat and is quick to laugh. It seems like nothing fazes him. He is very smart and is considered an upcoming tactical genius. However, he is be stubborn and prideful. Gaius is also hardworking and practical. He's skilled at deception and a good liar. He always does what he thinks needs done and screw the consequences. He does not always get along well with others and prefers to spend most of his time alone, studying tactics and philosophy.
History: Born in Bravura and raised in a moderatly wealthy family, Gaius's childhood was mostly normal. Execpt his father, who also was a great tactition trained him in tactics, swordsmanship, and magic from a very young age. Now that he is old enough to fight, he volunteered to be the tactition of the Reclamers.
Appearance: He has black hair and green eyes, very tall with sharp features wearing a tactition's outfit.
I cannot look at this signature without cringing. You can place a hyperlink within a word in your post rather than having the URL scrawled across the screen. It works something like this.
[*url=place the url of the page you want to link to here]place the words you want to act as the hyper link here[/url]
With this implemented your signature would look something like this:
I should also mention that Kindred Souls and The Broken Drum are linked to pages 3 and 5 of the OOC rather than page 1. Don't know if that was on purpose or not but thought I should mention it.
Don't take any offense to this, it's more about my OCD than anything you did wrong.
Alright, one nation down, I'll finish the rest in a little while.
Crimson, you may want to take another look at your sheet in the coming days and see what you can flesh out. Plus, while your character's name is officially listed as 'Gaius', 'Araris' is used in the rest of the sheet. May want to fix that.
Oops I change the name without changing the rest, my bad :/
Edit: Do you want to post your chararcter first or should I go ahead and post mine in the character tab? Should you explane the weapons for those who have not played the newest game?
Oops I change the name without changing the rest, my bad :/
Edit: Do you want to post your chararcter first or should I go ahead and post mine in the character tab? Should you explane the weapons for those who have not played the newest game?
I'll reserve a post, and then you can do yours, but I'm instituting a minimum length for backstory and personality that you'll want to take a look at, so it won't be final.
Weapons: Lightning Chain (Tome), Blizzard of the South (Tome)
Fighting Style: Ranged, prefers attacking first to make an entrance for Melees Personality: Arkhant is cheerful and friendly, but can become irrtated easily, especially when planning, or when a plan doesn't goes right, doesn't works very well alone, prefers walking with a group, also has fondness for peanuts and small fruits
History: Coming from an ancient lineage of wizards, mages and sorcerers, Arkhant specializes in strategy and ranged combat, preferring diplomatic solutions over fight, but never hesitating in showing a new spell to their enemies, his father and mother fought for many years in defenses to the kingdom, however they had their single son very late in life and are deceased today, Arkhant is always looking for adventure, and never refuses exploration quests.
Appearance: (No picture sorry!) Light brown long hair, wears a very long light yellow robe with some sapphire adornments around the wrists and surrounding the vest, a belt for holding potions and other similar items and also a Magic Pocket, a small gem that acts as a backpack, also wears small reading glasses, rarely makes his hair, so it's always messy just like when he wakes up
@Prince of Seraphs, Thank you. I think I have changed my signature for the better.
You also want to put my name in square brackets for a functional mention, again the OCD.
Hey @Lugubrious don't you think the class system is a little constricting?
I mean yes I know it's fire emblem and as a tactical game it makes perfect sense that these classes are limited to these skills and abilities and you have to formulate your plans around who can do what. However in a transition to a realistic scenario I think the limits the classes impose are sort of ridiculous.
Like realistically a medieval thief is going to want a small and less hefty weapon than a sword that way when breaking and entering it's not cumbersome but he can still defend himself if discovered.
A troubadour is a traveling minstrel who goes from town to town singing songs and ballads and telling stories for whatever money the townsfolk are willing to give him or her. As a constant traveler it would be downright foolish not to know how to wield some sort of weapon in case of ambush by bandits or thieves.
These are just a few examples, as a bonus the actual weapons available are also rather limited. While in a tactical game this was perfectly normal and sensible it seems a little ridiculous for a real life scenario. We are more or less limited to:
Swords
Axes
Lances
Bows
Tomes
Staves
Stones
We could have things like quarter staffs, daggers, halberds, maces, flails, morning stars, crossbows, warhammers, scythes, and sickles. That sort of thing. I'm not saying that a character should be able to use every weapon but classes such as say mercenary would have to know how to use a lot more than just a sword if they wanted to be effective at their job and live long enough to get paid. Likewise knights would know more than just the lance or the sword and bowman generally would have a sword or some close range weapon on hand in case the enemy got close enough that the bow was no longer effective.
In my opinion though, removing the the class restrictions, removes part of the Fire Emblem from this Fire Emblem role play.
Doing that would take a significant step to being your run of the mill, medieval fantasy role play. Something that is a dime a dozen on this website to begin with.